Advice on 6th Level Spells


Advice

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

This is a follow on from a previous post where I asked advice about 5th levels spells.

I'm running a 10th level Human Conjurer (Teleport) and I'm close to leveling to 11th.

I'm after advice on what 5th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Any advice would be appreciated.

Prux


Since you seem to like pit spells you you might enjoy roaming pit for another level 5 slot also wall of force is useful, regarding sixth level slots conventional wisdom would suggest that greater Dispel Magic is a strong pick, I am a an advocate of contingency.

Disintergrate and flesh to stone are generically useful.


I recently went through this with my wizard.

Control: I like Acid Fog. Solid control spell with a damage component that's not blocked by SR or a save. Alternately, Sirocco does some cool stuff for light AoE damage + control.

Utility: Greater Dispel Magic is also handy when you need to wipe out a lot of effects at once. Getaway is another useful boost to your arsenal. It'll let you teleport more people (albeit to a fixed destination).

Defense: You get Contingency at this level, which is greater for combining with a defensive spell to boost some action economy at the start of a fight.

You may want to put Mirror Images (or Shocking Images) on your list. I like keying that with Contingency to trigger when targeted by a hostile ranged touch or regular melee attack.

I know you can teleport on your own with your school power, but it may also be good to have Dimension Door on your list. You can take other people with you, which is useful if you need to rescue someone else or reposition the whole or part of the team.


Secluded Spellbook lv1 spell. Definitely worth your school slot at this point

Any relevant feats? Ie spell focus/quicken spell/persistant spell

Planar Binding, Cold Ice Strike, True Seeing, Form of the Exotic Dragon, Dream Reality, Claim Identity Greater, Psychic Asylum, Shadow Endurance


For a conjurer, or any caster for that matter, Chains of Light is incredibly OP if you're into holding someone down while the Fighter or Rogue slugs them in the guts.

Of course, when all else fails my favorite spell at this level has always been Disintegrate. Casters and dungeon walls beware!

For utility I would recommend Greater Dispel Magic and Contingency just because they're always useful for any character.


Only advise I could lend to this would be to diversify out your spell selection. Make sure you have at least one offensive spell that targets each of the 3 saves, at least one that ignores SR, and at least one that is Force (bypasses physical armors) or Sonic / Sound in description (there are few things which resist Sonic damage).


For level 6 I am a big fan of:

Mass Suggestion
Chains of Light
Greater Dispel
Chain Lightning
Contingency
Disintegrate
Flesh to Stone
Elemental Body 2 (large makes you immune to crit's and sneak attack)

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